Fenril
Grim Reaper
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Forward: Expect this first post to change a lot over time.
From the creator of Nanocrisis and Hounds of the Blade, Inui has stopped work on Hounds of the Blade to work on a new game.
He's simply making a new game that takes place in the same universe as Hounds of the Blade but he's passing the main character role from Aya to this new girl, Rena. Apparently, it's also called "Hounds of the Blade [Rena Side Story]" "Hounds of the Meteor" so it's a side story featuring "Rena."
After the last update, Inui said he's going to be rebuilding the game using the Unity engine but from the sound of things, it's going to be a new game entirely with cameos from HotB.
Either way, consider HotB on an indefinite hiatus and unfinished status just like Nanocrisis. I guess we'll just have to wait and see how things turn up because that's how Inui rolls.
Basic overview of combat mechanics (so far):
*Note: Rewriting of this part is a WIP since Inui decided to change the entire game AGAIN.
Like his past works, HotM is a 2D action sidescroller with 3D models and will generally take place on a flat surface with no platforming, if previous works are any indication. Most action sequences generally consist of fighting your way to the right side of the screen until reaching an objective or going back-and-forth killing a certain number of enemies.
It's also part Visual Novel where there's a lot of dialogue between action sequences for the sake of advancing the plot. You're generally given the option to look around various locales and talk to people in addition to shopping buy upgrades for Rena.
H-Content is generally centered around animals, giant insects, creatures, alien humanoids, and (rarely) humans. H-content is usually access after getting knocked down or defeated and then choosing to "give up."
*OLD VERSION - The alpha that was a top-down shooter,*
Controls:
The game starts out in overhead view. Simply walking into an enemy causes Rena to use a melee attack. Take note that the game does not stop while you are in menus and the enemies can take advantage of this (ATB System). All actions consume the "Active Point" bar on the top right. This recharges quickly for most actions, making it almost negligible if you're going around punching things.
Pressing C allows you to change your Z action on the fly. You can also access the commands manually from the Command Menu, but currently there is no reason to this since it is slower and does not stop the ATB System. Plus, the other options from the Command Menu are unavailable. Here's what each action currently does:
Actions:
EP is used for Rena's Spells. UP, I believe, is her suit energy and can be used for certain actions, including restoring EP. Upon losing all HP, Rena is knocked down and vulnerable. Should an enemy approach, you enter the second mode of battle: Escape Mode.
Escape Mode Interface:
Likewise, Escape Mode has its own menus:
While in Escape Mode, Rena's Estrus is constantly increasing over time. I believe there is no way to decrease this and I also believe that the higher this value is, the faster her Heart Meter increases. Upon having an orgasm, her ExPoints increase (while I believe currently serve no purpose aside from being an orgasm counter). Whenever Rena's Heart Meter fills, you get two options: Deny Orgasm or Do Not Deny Orgasm. If you do not deny, you simply have an orgasm. If you do deny, you have to mash Z in order to successfully deny it. Fail, and you have the orgasm regardless. If you successfully deny the orgasm, your frustration increases. I believe the higher this is, the harder it is to either subsequently deny the next orgasm or succeed in future quick time events.
Escape Mode also has its own ATB system, also driven by the "Active Point" meter on the top of the screen. When the bar fills, you can perform one of five commands to escape from the sex scene you're currently in. Options 1 and 2 do the same thing with a different quick time action, and options 3 and 4 also doing the same thing with a different quick time action.
If you pick either of the first two options, you are attempting to decrease the enemy's Control as a tradeoff to increase his Speed. Option 1 involves button mashing while Option 2 involves precise timing. The higher his speed, the faster his Climax Timer increases. The higher his Control, the harder it is to escape using Options 3 and 4. In other words, if you're having a hard time escaping the grab, use the first two options to increase your chances of escaping.
If you pick either of the second two options, you are attempting to escape. Option 3 involves button mashing while Option 4 involves precise timing. The higher his Control, the more difficult the actions are to perform. If his Control is full, the button mashing becomes impossible and the marker for the timing bar will be on the far right (you need to time it so the bar is to the right side of the marker).
I am currently unsure of what Option 5 does or the conditions to make it appear, but selecting it changes the meters in some way. I believe if you select Option 5. however, it takes a very long time for the Active Point meter to fill, for what it's worth. Perhaps this is an "endure" option to wait out the enemy's Climax Meter? Oh, and speaking of which, if the enemy climaxes, you'll be sent back to Overhead View.
From the creator of Nanocrisis and Hounds of the Blade, Inui has stopped work on Hounds of the Blade to work on a new game.

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He's simply making a new game that takes place in the same universe as Hounds of the Blade but he's passing the main character role from Aya to this new girl, Rena. Apparently, it's also called "
After the last update, Inui said he's going to be rebuilding the game using the Unity engine but from the sound of things, it's going to be a new game entirely with cameos from HotB.
Either way, consider HotB on an indefinite hiatus and unfinished status just like Nanocrisis. I guess we'll just have to wait and see how things turn up because that's how Inui rolls.
Basic overview of combat mechanics (so far):
*Note: Rewriting of this part is a WIP since Inui decided to change the entire game AGAIN.
Like his past works, HotM is a 2D action sidescroller with 3D models and will generally take place on a flat surface with no platforming, if previous works are any indication. Most action sequences generally consist of fighting your way to the right side of the screen until reaching an objective or going back-and-forth killing a certain number of enemies.
It's also part Visual Novel where there's a lot of dialogue between action sequences for the sake of advancing the plot. You're generally given the option to look around various locales and talk to people in addition to shopping buy upgrades for Rena.
H-Content is generally centered around animals, giant insects, creatures, alien humanoids, and (rarely) humans. H-content is usually access after getting knocked down or defeated and then choosing to "give up."

*OLD VERSION - The alpha that was a top-down shooter,*
Controls:
Movement: Arrow Keys or WASD
Confirm/Execute: Z
Command Menu: X
Hotkey Menu: C
Confirm/Execute: Z
Command Menu: X
Hotkey Menu: C
The game starts out in overhead view. Simply walking into an enemy causes Rena to use a melee attack. Take note that the game does not stop while you are in menus and the enemies can take advantage of this (ATB System). All actions consume the "Active Point" bar on the top right. This recharges quickly for most actions, making it almost negligible if you're going around punching things.
Pressing C allows you to change your Z action on the fly. You can also access the commands manually from the Command Menu, but currently there is no reason to this since it is slower and does not stop the ATB System. Plus, the other options from the Command Menu are unavailable. Here's what each action currently does:
Actions:
0: Punch
1: Kick
2: Bullet (Consumes EP)
3: Heal (Consumes EP)
4: EP Restore (Consumes UP)
5-8: Empty
9: Bullet Shield (Consumes a lot of UP)
1: Kick
2: Bullet (Consumes EP)
3: Heal (Consumes EP)
4: EP Restore (Consumes UP)
5-8: Empty
9: Bullet Shield (Consumes a lot of UP)
EP is used for Rena's Spells. UP, I believe, is her suit energy and can be used for certain actions, including restoring EP. Upon losing all HP, Rena is knocked down and vulnerable. Should an enemy approach, you enter the second mode of battle: Escape Mode.
Escape Mode Interface:
Bottom Left:
Heart Meter: Fills as Rena reaches climax
ExPoints: How many orgasms Rena has had.
Estrus: Essentially, how horny she is. Increases gradually over time while in Escape Mode and never seems to decrease.
Frustration: Orgasm denial. Increases if she can prevent herself from having an orgasm. Resets if she has an orgasm.
Bottom Right:
Enemy's Speed (the "Fist" icon)
Enemy's Climax Timer (the "Penis" icon)
Enemy's Control (the "Chain Link" icon)
Note that HP, EP, UP, and Action Timer carry over from Overhead View and are still on screen.
Heart Meter: Fills as Rena reaches climax
ExPoints: How many orgasms Rena has had.
Estrus: Essentially, how horny she is. Increases gradually over time while in Escape Mode and never seems to decrease.
Frustration: Orgasm denial. Increases if she can prevent herself from having an orgasm. Resets if she has an orgasm.
Bottom Right:
Enemy's Speed (the "Fist" icon)
Enemy's Climax Timer (the "Penis" icon)
Enemy's Control (the "Chain Link" icon)
Note that HP, EP, UP, and Action Timer carry over from Overhead View and are still on screen.
Likewise, Escape Mode has its own menus:
1) Struggle 1
2) Struggle 2
3) Escape 1
4) Escape 2
5) ???
Menu 2 (Appears when Rena's Heart Meter is full)
1) Deny Orgasm
2) Do Not Deny Orgasm
2) Struggle 2
3) Escape 1
4) Escape 2
5) ???
Menu 2 (Appears when Rena's Heart Meter is full)
1) Deny Orgasm
2) Do Not Deny Orgasm
While in Escape Mode, Rena's Estrus is constantly increasing over time. I believe there is no way to decrease this and I also believe that the higher this value is, the faster her Heart Meter increases. Upon having an orgasm, her ExPoints increase (while I believe currently serve no purpose aside from being an orgasm counter). Whenever Rena's Heart Meter fills, you get two options: Deny Orgasm or Do Not Deny Orgasm. If you do not deny, you simply have an orgasm. If you do deny, you have to mash Z in order to successfully deny it. Fail, and you have the orgasm regardless. If you successfully deny the orgasm, your frustration increases. I believe the higher this is, the harder it is to either subsequently deny the next orgasm or succeed in future quick time events.
Escape Mode also has its own ATB system, also driven by the "Active Point" meter on the top of the screen. When the bar fills, you can perform one of five commands to escape from the sex scene you're currently in. Options 1 and 2 do the same thing with a different quick time action, and options 3 and 4 also doing the same thing with a different quick time action.
If you pick either of the first two options, you are attempting to decrease the enemy's Control as a tradeoff to increase his Speed. Option 1 involves button mashing while Option 2 involves precise timing. The higher his speed, the faster his Climax Timer increases. The higher his Control, the harder it is to escape using Options 3 and 4. In other words, if you're having a hard time escaping the grab, use the first two options to increase your chances of escaping.
If you pick either of the second two options, you are attempting to escape. Option 3 involves button mashing while Option 4 involves precise timing. The higher his Control, the more difficult the actions are to perform. If his Control is full, the button mashing becomes impossible and the marker for the timing bar will be on the far right (you need to time it so the bar is to the right side of the marker).
I am currently unsure of what Option 5 does or the conditions to make it appear, but selecting it changes the meters in some way. I believe if you select Option 5. however, it takes a very long time for the Active Point meter to fill, for what it's worth. Perhaps this is an "endure" option to wait out the enemy's Climax Meter? Oh, and speaking of which, if the enemy climaxes, you'll be sent back to Overhead View.
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